{"title":"网络犯罪和电子游戏:探索儿童在游戏环境中的安全。","authors":"Matteo Curcio","doi":"10.1145/3590777.3590801","DOIUrl":null,"url":null,"abstract":"Globally, millions of people play video games online and interact without limits. In recent years, video games have gained popularity thanks to the recent covid-19 pandemic and have been used as a pastime against lockdowns. This environment is extremely easy to use, suitable for all ages, and without specific filters or barriers preventing access. Gaming online is, therefore, an essential part of video games, where users play with friends and explore the environment in cooperation. Children make up a large portion of the population using these platforms, and this environment has not always proved safe for them. Therefore, this contribution explores the safety of the gaming environment by reviewing the current security measures available in the industry and comparing them with the results of a survey carried out among children under 18.","PeriodicalId":231403,"journal":{"name":"Proceedings of the 2023 European Interdisciplinary Cybersecurity Conference","volume":"102 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Cybercrime and Video Games: Exploring children's safety in the gaming environment.\",\"authors\":\"Matteo Curcio\",\"doi\":\"10.1145/3590777.3590801\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Globally, millions of people play video games online and interact without limits. In recent years, video games have gained popularity thanks to the recent covid-19 pandemic and have been used as a pastime against lockdowns. This environment is extremely easy to use, suitable for all ages, and without specific filters or barriers preventing access. Gaming online is, therefore, an essential part of video games, where users play with friends and explore the environment in cooperation. Children make up a large portion of the population using these platforms, and this environment has not always proved safe for them. Therefore, this contribution explores the safety of the gaming environment by reviewing the current security measures available in the industry and comparing them with the results of a survey carried out among children under 18.\",\"PeriodicalId\":231403,\"journal\":{\"name\":\"Proceedings of the 2023 European Interdisciplinary Cybersecurity Conference\",\"volume\":\"102 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2023 European Interdisciplinary Cybersecurity Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3590777.3590801\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2023 European Interdisciplinary Cybersecurity Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3590777.3590801","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Cybercrime and Video Games: Exploring children's safety in the gaming environment.
Globally, millions of people play video games online and interact without limits. In recent years, video games have gained popularity thanks to the recent covid-19 pandemic and have been used as a pastime against lockdowns. This environment is extremely easy to use, suitable for all ages, and without specific filters or barriers preventing access. Gaming online is, therefore, an essential part of video games, where users play with friends and explore the environment in cooperation. Children make up a large portion of the population using these platforms, and this environment has not always proved safe for them. Therefore, this contribution explores the safety of the gaming environment by reviewing the current security measures available in the industry and comparing them with the results of a survey carried out among children under 18.